In the video, Fran Francisco Ruchi discusses the development of the Genesis 3 environment, focusing on enhancing NPC perception and a dynamic cover system that responds to environmental conditions, such as lighting and player actions. The introduction of the Maelstrom feature aims to create a more immersive and interactive gameplay experience by adapting the game world in real-time to player engagements and strategies.
In the video titled “CitizenCon | Foxy’s Cut: #4 | Genesis 3 - Maelstrom & NPC Perception & Cover,” Fran Francisco Ruchi, the director at CIG, introduces the next phase of development focused on enhancing the realism and interactivity of the game environment. The goal is to create vibrant, life-filled planets that adhere to natural laws, ensuring that locations are not only visually appealing but also physically accurate. The developers aim to incorporate dynamic elements, such as day and night cycles, which will influence gameplay experiences, particularly during engagements at outposts.
A key aspect of this development phase is the NPC perception system, which is affected by environmental lighting. The video explains how the light level in an area can either enhance or hinder NPCs’ ability to detect players. A graph displayed in the video illustrates the current light level and its impact on NPC response times. For example, during daylight, NPCs are more alert and can react quickly, while at night, they struggle to perceive threats unless equipped with flashlights, which can enhance their field of view.
The video also delves into the cover system for NPCs, highlighting how they interact with their surroundings during combat. Blue polygons represent areas NPCs can traverse, while green polygons indicate cover surfaces where they can hide or shoot from. This dynamic cover generation allows NPCs to utilize environmental features—like boulders and walls—for tactical advantages during skirmishes. The developers emphasize the importance of player strategy, as vehicles can also serve as cover, adding layers of complexity to encounters.
Moreover, the introduction of the Maelstrom feature is discussed, showcasing the need for a robust cover generation and navigation mesh system. As players engage in destruction and chaos, the game must adapt in real-time to maintain a functional environment. The developers aim to ensure that the world remains responsive to player actions, with the ability to regenerate cover dynamically based on the evolving landscape. This adaptability is crucial for providing a seamless and immersive gameplay experience.
In conclusion, Ruchi wraps up this segment by inviting Benry to continue the presentation, signaling the transition to further developments in the game. The advancements in NPC perception and cover systems, combined with the Maelstrom feature, represent significant steps toward creating a more interactive and engaging game world. The focus on realism and player strategy is set to enhance gameplay depth, making each encounter more thrilling and unpredictable.